❄️5.21 Dev Letter

🌈Hello Wizards, We are EXTOCIUM!🌈


While the DEV team is racing to get everything ready for launch,
we couldn’t ignore the balance issues—so here we are, writing to you. ✍️

With large-scale PvP kicking off in earnest,
you’ve probably noticed that some skills are just too strong.

And since even larger PvP formats are on the way,
now’s the right time to fine-tune a few of these OP skills before things get out of hand.

We’ve actually seen feedback about this for a while,
but we held off because we believed you needed to experience large-scale battles firsthand before any big changes were made.

Well, now you’ve had that experience—and here’s the truth:

👉 If skill strategy doesn’t matter in siege or large-scale PvP, the game as a whole becomes less exciting.
When battles come down to “who spams the biggest skill first,” we lose the diversity and depth we worked hard to build.
That’s why this isn’t just a nerf—it’s a structural adjustment to keep things fun for everyone.

And to get this right, we need your feedback more than ever.

🌋 AOE Skills – Size and Damage Concerns

Skills like Blizzard and Meteo currently cover the entire screen and deal massive damage.
There’s practically no reason not to use them—it’s almost “drop it and win.”

So we’re considering changes like:

  • Reducing their area of effect,
  • Lowering their damage,
  • Or adding a casting time to introduce risk.

We’ve tried casting delays before, but community backlash led us to roll it back.
This time, we might take a more subtle or creative approach. 😉


💫 Stun Overlap Issues

This one’s been in discussions for over a year.
When multiple stun skills stack, players can get completely locked down with no counterplay.

We’re exploring mechanics like:

  • Increasing cooldowns when stuns overlap,
  • Or even releasing the stun if it’s applied redundantly.

Let us know what you think would feel fair but still strategic.


🎯 Multi-Hit Skills – Diminishing Returns?

Another possibility:
For multi-target skills, we may reduce their damage exponentially as they hit more targets.
This would tone down “wipe the screen” moments and bring back positional play.


⭐ Reward Systems Based on PK Rank – In the Field?

The PK Rank > Reward system in the Arena has been well received—
so we’re exploring event-style versions of this system in open fields.

Imagine:

  • A boss drops “stars” at certain HP thresholds,
  • Players fight to collect stars by defeating each other,
  • The player with the most stars at the end earns bonus rewards—like a chalice battle royale.

Fun? Brutal? Both? We’d love to hear your ideas too.


📖 Gilgamesh Content – Story Unlock Incoming!

We’re putting the final touches on a new story unlock feature for Gilgamesh!

✨We’ll even be releasing a PV made with AI to introduce it—
(it was a really fun project to work on 😄, so we hope you’ll enjoy these little stories from our heroes!)

Once this content goes live,
new accounts will need to complete specific story milestones in each field
before they can move on to the next one.

It’s a small change that should make the journey feel a bit more epic and connected—just the way Gilgamesh would’ve wanted. 🏹📜


🧪 NA Server – Pretest Announcement

Before NA officially launches, we’ll open a Pretest Server.

This test is very limited—just to verify:

  • UTC-based events,
  • Server stability, and
  • System behavior under load.

🚫 Wallets won’t connect
🚫 No trading, no shop
🚫 All progression will be reset on launch day

So hop in only if you’re curious or want to help us test!


Thanks for sticking with us,
Balance isn’t about punishing good players—it’s about keeping every battle strategic, varied, and fun.

Sometimes that means making the strongest just a little less comfortable. 😏
But it’s all to make room for creativity and comeback moments.

Let’s keep pushing forward, together.

— From. DEV

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